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** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there's actually no Edge Gravity, which means even if you're walking slowly, you can still accidentally fall off a ledge. Especially frustrating when you're trying to jump off of a tower, a they have holes near the edges which you can fall through when trying to jump off.

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** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there's actually no ''no'' Edge Gravity, which means even if you're walking slowly, you can still accidentally fall off a ledge. Especially frustrating when you're trying to jump off of a tower, a they have holes near the edges which you can fall through when trying to jump off.
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* ''VideoGame/InFamous'' has many edges that are impossible to cross unless you jump. You can't just walk onto the street from the sidewalk, you must make a five foot leap.
* In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there's actually no Edge Gravity, which means even if you're walking slowly, you can still accidentally fall off a ledge. Especially frustrating when you're trying to jump off of a tower, a they have holes near the edges which you can fall through when trying to jump off.

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** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there's actually no Edge Gravity, which means even if you're walking slowly, you can still accidentally fall off a ledge. Especially frustrating when you're trying to jump off of a tower, a they have holes near the edges which you can fall through when trying to jump off.
* ''VideoGame/InFamous'' has many edges that are impossible to cross unless you jump. You can't just walk onto the street from the sidewalk, you must make a five foot leap.
* In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there's actually no Edge Gravity, which means even if you're walking slowly, you can still accidentally fall off a ledge. Especially frustrating when you're trying to jump off of a tower, a they have holes near the edges which you can fall through when trying to jump off.
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* In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there's actually no Edge Gravity, which means even if you're walking slowly, you can still accidentally fall off a ledge. Especially frustrating when you're trying to jump off of a tower, a they have holes near the edges which you can fall through when trying to jump off.
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* Lampshaded in the tutorial of ''[[TwelveThirteen 1213]]'', when being instructed to jump over a pit. ''Don't worry! You can't fall off by walking over the edge. That would be very silly of you, wouldn't it.''

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* Lampshaded in the tutorial of ''[[TwelveThirteen ''[[VideoGame/TwelveThirteen 1213]]'', when being instructed to jump over a pit. ''Don't worry! You can't fall off by walking over the edge. That would be very silly of you, wouldn't it.''
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* In the first ''BrokenSword'', one location on a mountaintop has an inexplicable "walk off the edge" option. If you try it, George understandably refuses, so at first it looks like just another of the game's many joke options. However, not long afterwards, [[spoiler:you find yourself held at gunpoint by the same ledge, and the only way out is to distract the gunman (with a NotCompletelyUseless JokeItem, no less) and make a [[PressXToNotDie well-timed]] LeapOfFaith onto a [[CarCushion handy soft-topped Jeep]].]]

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* In the first ''BrokenSword'', ''VideoGame/BrokenSwordShadowOfTheTemplars'', one location on a mountaintop has an inexplicable "walk off the edge" option. If you try it, George understandably refuses, so at first it looks like just another of the game's many joke options. However, not long afterwards, [[spoiler:you find yourself held at gunpoint by the same ledge, and the only way out is to distract the gunman (with a NotCompletelyUseless JokeItem, no less) and make a [[PressXToNotDie well-timed]] LeapOfFaith onto a [[CarCushion handy soft-topped Jeep]].]]

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* The eerie alternate world of ''Franchise/SilentHill'' is loaded with cutaway floors that are impossible to fall through. This was averted in ''SilentHill3'' where Heather will sometimes stop and teeter at the edge of a BottomlessPit, but other times lose her balance and stumble in. Good way to skip the opening nightmare sequence.
** In ''Silent Hill 3'' the strength of Edge Gravity is dependent on the difficulty setting. Set it to Easy and it's almost impossible to fall of. Crank it up to hard [[HarderThanHard or higher]] and she drops like a rock.

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* The eerie alternate world of ''Franchise/SilentHill'' is loaded with cutaway floors that are impossible to fall through. This was averted in ''SilentHill3'' where Heather will sometimes stop and teeter at the edge of a BottomlessPit, but other times lose her balance and stumble in. drop to her death[[note]]the strength of it is dependent on the difficulty setting: in Easy it's almost impossible to fall off; on hard [[HarderThanHard or higher]], the edge of the floor might as well be coated in vaseline[[/note]]. Good way to skip the opening nightmare sequence.
** In ''Silent Hill 3'' the strength
sequence if you're that kind of Edge Gravity is dependent on the difficulty setting. Set it to Easy and it's almost impossible to fall of. Crank it up to hard [[HarderThanHard or higher]] and she drops like a rock.person.



* Contributes to ThatOneBoss in ''VideoGame/NoMoreHeroes''. Rank 6 fights you on a beach, which she has filled with pitfall traps. When you run over one the first time, Travis falls in (and has to climb out fast before a grenade the boss tossed in goes off). Once the pit is exposed, however, it has no edge gravity - running into it forces another climbing session, as does running ''too close to it''.

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* ''VideoGame/NoMoreHeroes''
**
Contributes to ThatOneBoss in ''VideoGame/NoMoreHeroes''. [[ThatOneBoss Rank 6 fights you boss]]. You two battle on a beach, which she has filled with pitfall traps. When you run over one the first time, Travis falls in (and and has to climb out fast before a grenade the boss tossed tosses in goes off).off. Once the pit is exposed, however, it has no edge gravity - running into it forces another climbing session, as does running ''too close to it''.



* A weird non-videogame example occurs in ''Film/XMenOriginsWolverine'' during the climatic battle on the top of the coolant tower. Punched, kicked, tripped, backdropped and ''blown up'', characters always land on the top of the wall, which is less than a meter wide-though considering that the characters are pretty much immune to falls it wouldn't really matter.

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* A weird non-videogame non-video game example occurs in ''Film/XMenOriginsWolverine'' during the climatic battle on the top of the coolant tower. Punched, kicked, tripped, backdropped and ''blown up'', characters always land on the top of the wall, which is less than a meter wide-though considering that the characters are pretty much immune to falls falls, it wouldn't really matter.
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* In the MarioAndLuigi series, platforms over bottomless pits (at least the ones that'd be 'out of bounds') simply have a convenient invisible wall to stop you falling off the edge. This is very, very noticeable in Somnom Woods in Dream Team, which mostly takes place on a cliff but has nowhere you can actually fall off except where there's land below.
* VideoGame/DemonsSouls and the VideoGame/DarkSouls games avert this completely. There is no tell when you're at a ledge or not and your character drops like a brick the moment you walk off one. Makes dark areas and narrow areas where enemies are attacking you particularly annoying.

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* In the MarioAndLuigi ''VideoGame/MarioAndLuigi'' series, platforms over bottomless pits (at least the ones that'd be 'out of bounds') simply have a convenient invisible wall to stop you falling off the edge. This is very, very noticeable in Somnom Woods in Dream Team, which mostly takes place on a cliff but has nowhere you can actually fall off except where there's land below.
* VideoGame/DemonsSouls ''VideoGame/DemonsSouls'' and the VideoGame/DarkSouls ''VideoGame/DarkSouls'' games avert this completely. There is no tell when you're at a ledge or not and your character drops like a brick the moment you walk off one. Makes dark areas and narrow areas where enemies are attacking you particularly annoying.
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*** In the WiiU/3DS version running over the edge results in a sort of 'rolling off' manoeuvre where the character moves smoothly instead of awkwardly dropping.

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*** In the WiiU/3DS UsefulNotes/WiiU[=/=]3DS version running over the edge results in a sort of 'rolling off' manoeuvre where the character moves smoothly instead of awkwardly dropping.
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Early {{Sierra}} {{Adventure Game}}s were notorious for their lack of Edge Gravity (and for being [[HaveANiceDeath condescending]] toward any player who fell victim to a steep drop). Avoiding such drops was often difficult because of the camera angles and difficulty of depth perception in a 2D game with 16 colours.

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Early {{Sierra}} {{Creator/Sierra}} {{Adventure Game}}s were notorious for their lack of Edge Gravity (and for being [[HaveANiceDeath condescending]] toward any player who fell victim to a steep drop). Avoiding such drops was often difficult because of the camera angles and difficulty of depth perception in a 2D game with 16 colours.
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* QuantumConundrum is sorely lacking in edge gravity, making for annoying FakeDifficulty.

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* QuantumConundrum ''VideoGame/QuantumConundrum'' is sorely lacking in edge gravity, making for annoying FakeDifficulty.
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* Videogame/Wizard101 and Videogame/Pirate101 both have this everywhere, since jumping serves no real purpose and is basically just an emote.
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Edge Gravity can be implemented as simply as having the motion of a player character halt momentarily when an edge is reached; it may be indicated by having the character teeter on the edge. Games which use analogue controls may require that the player [[RunDontWalk extend his control to maximum]] to cross the edge, or even press the "[[JumpPhysics jump]]" button (reflecting that while you might want to jump off, or climb down, you're unlikely to want to ''step'' off the edge). Alternatively, a game may let the player go straight off the edge, but automatically spin around and [[ClimbSlipHangClimb hang from it]]. Or, to make absolutely sure, it could flat out slap an InvisibleWall in front of you.

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Edge Gravity can be implemented as simply as having the motion of a player character halt momentarily when an edge is reached; it may be indicated by having the character teeter on the edge. Games which use analogue controls may require that the player [[RunDontWalk extend his their control to maximum]] to cross the edge, or even press the "[[JumpPhysics jump]]" button (reflecting that while you might want to jump off, or climb down, you're unlikely to want to ''step'' off the edge). Alternatively, a game may let the player go straight off the edge, but automatically spin around and [[ClimbSlipHangClimb hang from it]]. Or, to make absolutely sure, it could flat out slap an InvisibleWall in front of you.
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* Followed to the point in ''FinalFantasyCrystalChronicles: The Crystal Bearers'' when the player tries to run Layle off a cliff to a fatal drop; he will fall for a bit then use his gravity-bending powers to pull himself back up from the last thing he fell off of.

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* Followed to the point in ''FinalFantasyCrystalChronicles: ''VideoGame/FinalFantasyCrystalChronicles: The Crystal Bearers'' when the player tries to run Layle off a cliff to a fatal drop; he will fall for a bit then use his gravity-bending powers to pull himself back up from the last thing he fell off of.
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* VideoGame/DemonsSouls and the VideoGame/DarkSouls games avert this completely. There is no tell when your at a ledge or not and your character drops like a brick the moment you walk off one. Makes dark areas and narrow areas where enemies are attacking you particularly annoying.

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* VideoGame/DemonsSouls and the VideoGame/DarkSouls games avert this completely. There is no tell when your you're at a ledge or not and your character drops like a brick the moment you walk off one. Makes dark areas and narrow areas where enemies are attacking you particularly annoying.
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[[folder:MMORPG]]
* In ''VideoGame/BlackDesertOnline'', your character will teeter over edges for a moment before walking off, even if you're sprinting. Enforced if you're riding a [[ScrappyMechanic horse that knows the Caution skill]]; they will adamantly refuse to walk off any ledge that will inflict even a scrath worth of fall damage, meaning that if you ''really'' want to get your horse down that cliff, you'll have to take a flying leap and take a lot of fall damage, rather than shimmy down the cliff at an angle and take a few scratches worth.
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* In every game of the ''VideoGame/{{Unreal}}'' series, the player can't fall off a ledge when not running, though the implementation of it is odd enough that you can, for instance, crouch-walk far enough that you're levitating in the air just past a ledge, only to suddenly fall off of it when you let go of the crouch button.

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* In every game of the ''VideoGame/{{Unreal}}'' series, the player can't fall off a ledge [[RunDontWalk when not running, running]], though the implementation of it is odd enough that you can, for instance, crouch-walk far enough that you're levitating in the air just past a ledge, only to suddenly fall off of it when you let go of the crouch button.
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* Present in ''DissidiaFinalFantasy'', dodging towards an edge will hang the character on it, you'll have to dodge again, or jump before dodging, if you want to get out of this (however, you can just walk off, but dodging is a no go)

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* Present in ''DissidiaFinalFantasy'', ''VideoGame/DissidiaFinalFantasy'', dodging towards an edge will hang the character on it, you'll have to dodge again, or jump before dodging, if you want to get out of this (however, you can just walk off, but dodging is a no go)
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* In ''UltimaVIII: Pagan'', there were three speeds to move at: a careful tiptoe, a walk, and a run. You could only actually fall off a cliff at a full run. Attempting to tiptoe (and maybe walk) off a cliff stopped movement, and had the character teeter at the edge, saying "Whoah!"

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* In ''UltimaVIII: ''VideoGame/UltimaVIII: Pagan'', there were three speeds to move at: a careful tiptoe, a walk, and a run. You could only actually fall off a cliff at a full run. Attempting to tiptoe (and maybe walk) off a cliff stopped movement, and had the character teeter at the edge, saying "Whoah!"



* The first 3 ''{{Wild ARMs}}'' games have the character teeter if you want towards an edge. You can then choose to jump down or not. If you're running, however, you automatically jump down. However, if there's a BottomlessPit below the edge, you just fall. Go figure.

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* The first 3 ''{{Wild ''VideoGame/{{Wild ARMs}}'' games have the character teeter if you want towards an edge. You can then choose to jump down or not. If you're running, however, you automatically jump down. However, if there's a BottomlessPit below the edge, you just fall. Go figure.
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* In ''Escape from the Planet of the Robot Monsters'', if you wander off of a platform, you'll turn around and hold onto the edge with your arms.
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* Contrasting ''VirtuaFighter'', who standardized the concept of {{Ring Out}}s in fighting games, the ''[[VideoGame/SoulSeries Soul]]'' series doesn't allow you to walk off the edge of a ring without being pushed out or at least doing something yourself that would cause you to go over (like sliding over the edge or jumping out).

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* Contrasting ''VirtuaFighter'', ''VideoGame/VirtuaFighter'', who standardized the concept of {{Ring Out}}s in fighting games, the ''[[VideoGame/SoulSeries Soul]]'' series doesn't allow you to walk off the edge of a ring without being pushed out or at least doing something yourself that would cause you to go over (like sliding over the edge or jumping out).
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* In ''Franchise/TombRaider'', the player can choose whether to walk (by pressing Shift while playing on PC or the R1 button while on PS1) or run. When walking, Lara will not walk off an edge.

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* In ''Franchise/TombRaider'', the player can choose whether to walk (by pressing Shift while playing on PC or the R1 button while on PS1) [=PS1=]) or run. When walking, Lara will not walk off an edge.
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* In SSX for the Xbox 360 and PS3. If you're moving toward a bottomless pit that's off the beaten path, the player character will deliberately resist your control and try to steer away. You'd better listen to them.

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* In SSX for the Xbox 360 and PS3.[=PS3=]. If you're moving toward a bottomless pit that's off the beaten path, the player character will deliberately resist your control and try to steer away. You'd better listen to them.
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* ''[[{{Banjo-Kazooie}} Banjo-Tooie]]'' also allowed Banjo to grab onto a ledge if he fell off one. Oddly, Sergeant Jamjars had to teach Banjo how to do it.

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* ''[[{{Banjo-Kazooie}} Banjo-Tooie]]'' ''VideoGame/BanjoTooie'' also allowed Banjo to grab onto a ledge if he fell off one. Oddly, Sergeant Jamjars had to teach Banjo how to do it.
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* Contributes to ThatOneBoss in ''NoMoreHeroes''. Rank 6 fights you on a beach, which she has filled with pitfall traps. When you run over one the first time, Travis falls in (and has to climb out fast before a grenade the boss tossed in goes off). Once the pit is exposed, however, it has no edge gravity - running into it forces another climbing session, as does running ''too close to it''.

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* Contributes to ThatOneBoss in ''NoMoreHeroes''.''VideoGame/NoMoreHeroes''. Rank 6 fights you on a beach, which she has filled with pitfall traps. When you run over one the first time, Travis falls in (and has to climb out fast before a grenade the boss tossed in goes off). Once the pit is exposed, however, it has no edge gravity - running into it forces another climbing session, as does running ''too close to it''.
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* ''BunnyMustDie'' is one of the few 2D platformers that actually has this. Sadly, it mostly contributes to the feeling that the main character was a Sherman tank in a former life.

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* ''BunnyMustDie'' ''VideoGame/BunnyMustDie'' is one of the few 2D platformers that actually has this. Sadly, it mostly contributes to the feeling that the main character was a Sherman tank in a former life.



* ''{{Spelunky}}'' will have players teeter slightly over the edge, which can cause them to drop the item they were holding onto. Crawling over to a ledge resulted in the spelunker flipping over to hang from the ledge. They can also grab onto a ledge by moving toward it while falling (or automatically in the remake).

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* ''{{Spelunky}}'' ''VideoGame/{{Spelunky}}'' will have players teeter slightly over the edge, which can cause them to drop the item they were holding onto. Crawling over to a ledge resulted in the spelunker flipping over to hang from the ledge. They can also grab onto a ledge by moving toward it while falling (or automatically in the remake).



* Played with in the 2D AdventureGame ''A Boy and His Blob'', where walking off an edge would give the player 2 seconds of realising he was not walking on solid ground ... [[GravityIsAHarshMistress cartoon style]].

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* Played with in the 2D AdventureGame ''A Boy and His Blob'', ''VideoGame/ABoyAndHisBlob'', where walking off an edge would give the player 2 seconds of realising he was not walking on solid ground ... [[GravityIsAHarshMistress cartoon style]].
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** Wander's horse Agro also exhibits this. He might jump off of a small cliff ledge if you charge him immediately beforehand, though this may result in a temporary limp. Anything above a certain height and he'll refuse to jump every time, scrambling to a halt or turning away at the last second.
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** In ShadowTheHedgehog, this is played with--if you're running into a cliff at full speed, Shadow will stop and tumble a bit before standing upright. If you're thrown at the cliff and are unable to stop (ie hitting a spring or driving to the edge) he'll just fly off.

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** In ShadowTheHedgehog, ''VideoGame/ShadowTheHedgehog'', this is played with--if you're running into a cliff at full speed, Shadow will stop and tumble a bit before standing upright. If you're thrown at the cliff and are unable to stop (ie hitting a spring or driving to the edge) he'll just fly off.
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* ''ShadowOfTheColossus'' has mild edge gravity on edges from which falling would do moderate to severe damage: Wander instinctively backs up from them if he isn't running fast, but you can get him to go over them by jumping. (Of course, that's not always a good idea...)

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* ''ShadowOfTheColossus'' ''VideoGame/ShadowOfTheColossus'' has mild edge gravity on edges from which falling would do moderate to severe damage: Wander instinctively backs up from them if he isn't running fast, but you can get him to go over them by jumping. (Of course, that's not always a good idea...)
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* The ''SplinterCell'' series counters its near-suicidal aversion of EdgeGravity with Sam's ability to dangle off most anything he can fit his fingers on, so long as you press the D-pad in that particular direction. In the first iteration (at least), alert guards didn't even have the ability to aim down at Sam, nor did they consider stepping on his hands.

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* The ''SplinterCell'' ''VideoGame/SplinterCell'' series counters its near-suicidal aversion of EdgeGravity Edge Gravity with Sam's ability to dangle off most anything he can fit his fingers on, so long as you press the D-pad in that particular direction. In the first iteration (at least), alert guards didn't even have the ability to aim down at Sam, nor did they consider stepping on his hands.
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** This is taken further in ''VideoGame/TheLegendOfZeldaSkywardSword''; Link is now almost completely magnetized to the floor he's standing on, and unless you're dashing directly toward a ledge, you'll need to hold the control stick in place for a few seconds before he actually jumps off. Dropping down and hanging from a ledge is now done via pressing the A button once you're standing close enough for the prompt to show up.

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